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CN102054122A - Haptic texture rendering method based on practical measurement - Google Patents

Haptic texture rendering method based on practical measurement Download PDF

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Publication number
CN102054122A
CN102054122A CN 201010520893 CN201010520893A CN102054122A CN 102054122 A CN102054122 A CN 102054122A CN 201010520893 CN201010520893 CN 201010520893 CN 201010520893 A CN201010520893 A CN 201010520893A CN 102054122 A CN102054122 A CN 102054122A
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texture
force
friction
normal
value
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CN102054122B (en
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吴涓
李莅圆
宋爱国
程盈盈
裴诚诚
张小瑞
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Southeast University
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Southeast University
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Abstract

本发明公开了一种基于实际测量的纹理的力触觉表达方法,其特征是当力触觉再现设备的操作柄与虚拟纹理表面发生碰撞后,以法向纹理力、法向束缚力及切向摩擦力的合力作为接触力输出给操作者。法向纹理力由测量真实划过纹理表面的压力获得,用施力恒定且底部带有压力传感器的机械臂在纹理材料表面匀速划过,同时采集数据,数据经过修正错误项、平滑、电压压力值转换、减去机械臂恒力值后转换为法向纹理力;法向束缚力建模为弹簧阻尼模型;切向摩擦力建模综合了静摩擦力和滑动摩擦力两个阶段,静摩擦阶段建模为最大静摩擦力和正弦函数的乘积,动摩擦阶段动摩擦系数由反映纹理凹凸程度的法向纹理力计算得到,提高了纹理表达的真实感。

Figure 201010520893

The invention discloses a force-tactile expression method based on the actually measured texture. The resultant force is output to the operator as a contact force. The normal texture force is obtained by measuring the real pressure across the textured surface. A mechanical arm with a constant force and a pressure sensor at the bottom is used to swipe across the surface of the textured material at a constant speed, and the data is collected at the same time. The data is corrected for error items, smoothed, and voltage pressure The normal force is converted into the normal texture force after subtracting the constant force value of the manipulator; the normal binding force is modeled as a spring damping model; the tangential friction force modeling combines the two stages of static friction and sliding friction, and the static friction stage is The modulus is the product of the maximum static friction force and the sine function, and the dynamic friction coefficient in the dynamic friction stage is calculated from the normal texture force reflecting the degree of texture unevenness, which improves the realism of texture expression.

Figure 201010520893

Description

Power haptic rendering method based on the texture of actual measurement
Technical field
The present invention relates to the power haptic rendering method of texture, specifically proposed a kind of expression of the texture power based on true measurement.
Background technology
Along with the continuous development of virtual reality technology, power haptic rendering technology is remarkable day by day for the importance of pseudo operation.Texture is the comprehensive description of characteristic such as the microcosmos geometric shape, roughness of body surface, and the power haptic rendering research of texture is very important.The power haptic rendering of texture is that the texture information of body surface is fed back to the operator by power tactile sense reproduction equipment, can make operator's physical attribute of perception texture truly, thereby make the operator obtain the strong feeling of immersion and the sense of reality, this is the final goal that texture force touch is expressed.
At present, mainly according to the height profile feature of grain surface, the contact force computation model when foundation contacts with grain surface reproduces texture power to the operator by power tactile sense reproduction equipment the power haptic rendering of texture, thereby reproduces the concave-convex sense of texture.The method for building up of the power haptic model of texture has three kinds usually: (1) extracts grain surface feature contour feature from image, sets up texture force touch and expresses model; (2), set up texture force touch and express model based on geometrical constraint and physical model; (3), produce fictitious force sense of touch texture power mapping model by the concavo-convex profile of actual measurement grain surface.
Power sense of touch texture based on Flame Image Process is expressed model, and this is the focus in present reproducing texture force touch field.This model need extract the feature of grain surface from image, not only image processing algorithm is had relatively high expectations, and is also very high to the accuracy requirement of image itself.But usually because the quality of image itself can not guarantee that the grain surface height that comes out by image calculation can not reflect texture information truly.
The texture force touch set up based on geometrical constraint is expressed the interaction that model has been realized power between two polygon models.Express model based on the power sense of touch texture of physical model and mainly comprise sinusoidal model, probabilistic model etc.Sinusoidal model is modeled as the sinusoidal signal that the roughness with article surface vein changes with the texture contact force, and body surface is coarse more, and the amplitude of cyclical signal is just big more, and texture is fine and closely woven more, and then the frequency of periodic signal is high more.This method can reflect the characteristic of texture to a certain extent preferably, but the texture kind that deterministic models can be expressed is limited, only can make force feeling that tangible discrimination is arranged, but lacks the sense of reality, can not texture tactility that is virtually reality like reality.Research on stochastic model mainly concentrates at random the descriptive statistics, and statistical method comprises auto-correlation, marginal density, feature histogram and random field etc.The contact force that different textures produces has different numerical characteristics, and by changing the value of numerical characteristic, the roughness of superficial makings can be changed.But only can express the roughness of texture based on the power haptic rendering of probabilistic model, can not reproduce the real concavo-convex and tendency that grain surface exists.
The sensor or the instrument that are used for the surface measurements texture mainly are divided into two kinds: a kind of is contactless, without any contact, obtains surface topography information by optical technology between object and the surveying instrument.As the light probe interferometric method, adopt very thin focused light probe incident measured surface, the height change of body surface causes the variation of reference light and measuring light optical path difference, by the phase bit comparison, can obtain the profile on surface.But measuring method is had relatively high expectations to the cleanliness of measured surface, and dust is bigger to its measurement result influence.Another kind is a contact, and probe contacts with body surface, measures the outline data of grain surface, again the geometric profile data is converted to texture power.The most widely used contact type measurement instrument is the contact pin type contourgraph, and they generally adopt adamas probe scanning measured surface.People such as Vasudevan propose with the probe of PHANToM hand controller the grain surface profile to be explored, and measure the displacement of vertical direction probe.By profile information being converted to after the texture power, using various power haptic models and texture is expressed carry out the power sense of touch and play up.The method that also has is the texture power when measuring staff and initiatively slipping over grain surface, at this moment needs to reject the staff subjectivity and applies the influence of power to measurement result.
Summary of the invention
The invention provides and a kind ofly can improve the power haptic rendering method that texture power is expressed authenticity based on the texture of actual measurement.
A kind of power haptic rendering method of the texture based on actual measurement is characterized in that:
The lever convergence virtual texture surface of steering force tactile sense reproduction equipment, establish with the power output of grain surface before bumping be 0, after bumping, produce normal direction texture power with grain surface
Figure BDA0000029632300000021
The normal direction binding force
Figure BDA0000029632300000022
And tangent direction friction power
Figure BDA0000029632300000023
At last, with normal direction texture power
Figure BDA0000029632300000024
The normal direction binding force
Figure BDA0000029632300000025
And tangent direction friction power
Figure BDA0000029632300000026
Make a concerted effort as contact force
Figure BDA0000029632300000027
And with this contact force
Figure BDA0000029632300000028
As power output;
Described normal direction texture power
Figure BDA0000029632300000029
Generate by following method:
Step 1 is chosen real texture materials;
Step 2 is installed in pressure transducer the bottom of mechanical arm;
It is at the uniform velocity mobile on the texture materials surface that step 3 has the mechanical arm of pressure transducer, and mechanical arm applies constant force F In, pressure transducer being contacted with the texture materials surface, and obtain the data of sampling with sampling apparatus, the sampling rate of data is 1000Hz, i.e. time resolution ax/t 0Be 0.001s, record mechanical arm tangential movement speed v sWith displacement S, sampling number
Figure BDA00000296323000000210
Step 4 is carried out data processing with the magnitude of voltage of measured pressure transducer, comprising:
(1) data pre-service:
If the arbitrary voltage sample value in the N that the is surveyed sampled point is less than voltage reference value U 0, then with voltage reference value U 0Replace described less than voltage reference value U 0Arbitrary voltage sample value, at this moment, the voltage sample value of N sampled point is u 01, u 02... u 0N, adopt 5 triple smoothings that the voltage sample value is carried out smoothing processing, concrete formula is:
u 1 = 1 70 [ 69 u 01 + 4 ( u 02 + u 04 ) - 6 u 03 - u 05 ] u 2 = 1 35 [ 2 ( u 01 + u 05 ) + 27 u 02 + 12 u 03 - 8 u 04 ] u i = 1 35 [ - 3 ( u 0 i - 2 + u 0 i + 2 ) + 12 ( u 0 i - 1 + u 0 i + 1 ) + 17 u 0 i ] u N - 1 = 1 35 [ 2 ( u 0 N - 4 + u 0 N ) - 8 u 0 N - 3 + 12 u 0 N - 2 + 27 u 0 N - 1 ] u N = 1 70 [ - u 0 N - 4 + 4 ( u 0 N - 3 + u 0 N - 1 ) - 6 u 0 N - 2 + 69 u 0 N ]
In the formula, u 1, u 2... u NBe the voltage sample value after level and smooth, i=3,4 ... N-2;
(2) with the voltage sample value u after level and smooth 1, u 2... u NBe converted to force value F 1, F 2... F N, according to the circuit theory conversion formula be J=1,2 ... N, wherein, U 0Be voltage reference value, L is a transducer sensitivity, and G is the constant by the circuit decision;
(3) with force value F jDeduct the constant force value F that mechanical arm applies In, obtain reflecting the concavo-convex different force value of grain surface, i.e. normal direction texture power
Figure BDA0000029632300000033
Normal direction texture power
Figure BDA0000029632300000034
Sequence table be shown
Figure BDA0000029632300000035
J=1,2 ... N, formula is:
f texture → ( j ) = F j - F in , j = 1,2 , . . . N
Step 5 is with texture power
Figure BDA0000029632300000037
In virtual scene coordinate system Oxyz, express, be expressed as
Figure BDA0000029632300000038
(1) initialization power tactile sense reproduction equipment and virtual scene; Virtual scene coordinate system Oxyz is set, supposes that the coordinate of the point of impingement under virtual scene space coordinates Oxyz is (x, y, z), the zone in the coordinate system { 0≤x≤X, 0≤y≤Y, z=Z} is the texture materials surface, zone { 0≤x≤X, 0≤y≤Y, z>Z} is the texture materials outside, zone { 0≤x≤X, 0≤y≤Y, z<Z} is texture materials inside, and X, Y represent the boundary position coordinate of texture region at x axle, y axle respectively, and X>0, Y>0, Z represents the position coordinates of texture plane on the z axle;
(2) with N-1 plane
Figure BDA0000029632300000041
With area of space z≤Z} average mark is slit into N zonule for 0≤x≤X, 0≤y≤Y, in arbitrary zonule, texture power
Figure BDA0000029632300000042
All be a fixed value, along the z direction of principal axis, concrete formula is:
f texture &RightArrow; ( x , y , z ) = f texture &RightArrow; ( j ) , When ( x , y , z ) &Element; { ( j - 1 ) X N < x &le; jX N , 0 &le; y &le; Y , z &le; Z | j = 1,2 , . . . N }
Described normal direction binding force
Figure BDA0000029632300000045
Generate by following method:
The normal direction binding force
Figure BDA0000029632300000046
Be modeled as the spring damping model
Figure BDA0000029632300000047
Along the z direction of principal axis, concrete formula is:
f constraint &RightArrow; ( x , y , z ) = k * | z - Z | + b * ( - dz dt ) , z &le; Z ;
K*|z-Z| is the spring deformation item, k is a stiffness coefficient, expression texture materials surface collided and the extruding situation under deformation extent, relevant with the attribute on texture materials surface, the k span is 0-1 (N/mm), and k is 1 (N/mm) when object is perfect rigidity, and k was 0 when object was full flexible, Z is the position coordinates of texture plane on the z axle, | z-Z| is the paracentesis depth of Z-direction;
Figure BDA0000029632300000049
Be damping term,
Figure BDA00000296323000000410
For virtual probe along the axial instantaneous velocity of z, concrete computing formula is
Figure BDA00000296323000000411
Δ t is the renewal rate of power tactile sense reproduction equipment, the viscous damping coefficient of b for being directly proportional with the energy consumption of texture materials surface deformation, the b span is 0.1-0.5, b is big more, the difficult more generation deformation in texture materials surface, the b value is 0.5 when object is perfect rigidity, and the b value was 0.1 when object was full flexible;
Described tangent direction friction power
Figure BDA00000296323000000412
Generate by following method:
Tangent direction friction power
Figure BDA00000296323000000413
Direction opposite with virtual probe in the relative motion or the relative motion trend direction of X-Y plane, the computing formula of friction force under the virtual scene coordinate system
Figure BDA00000296323000000414
For:
f friction &RightArrow; ( x , y , z ) = &mu; ( x , y , z ) F N ( x , y , z ) , v &le; - | v r | f ms sin ( - &pi; 2 | v r | v ) = &mu; 0 ( x , y , z ) F N ( x , y , z ) sin ( - &pi; 2 | v r | v ) , v < | v r | - &mu; ( x , y , z ) F N ( x , y , z ) , v &GreaterEqual; | v r |
= &mu; ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) , v &le; - | v r | &mu; 0 ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) sin ( - &pi; 2 | v r | v ) , v < | v r | - &mu; ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) , v &GreaterEqual; | v r |
V is the translational speed of virtual probe at X-Y plane in the formula, and computing formula is
Figure BDA0000029632300000053
v rBe the speed limit of virtual probe at X-Y plane, when v<| v r| the time, being approximate relative static conditions, friction force is modeled as stiction
Figure BDA0000029632300000054
f Ms0(x, y, z) F N(x, y z) are maximum static friction force, μ 0(x, y z) are the coefficient of static friction of the point of impingement, F N(x, y, z) expression normal pressure, i.e. normal direction texture power With the normal direction binding force
Figure BDA0000029632300000056
Vector and; When movement speed v 〉=| v r| or v≤-| v r|, friction force is modeled as force of sliding friction, F N(z) the expression normal pressure is normal direction texture power for x, y
Figure BDA0000029632300000057
With the normal direction binding force
Figure BDA0000029632300000058
Vector and, μ (x, y z) are dynamic friction factor, and be relevant with the degree of roughness of the material of surface of contact and surface of contact, μ (expression formula z) is for x, y:
μ (x, y, z)=ρ r (z), wherein ρ is the coefficient of roughness of texture materials for x, y, r (x, y z) are the local roughness coefficient of the point of impingement, and be relevant with the local concavo-convex degree of this point of impingement, r (calculating z) is obtained by following formula for x, y:
Figure BDA0000029632300000059
C wherein nBe flexible strategy, value and distance
Figure BDA00000296323000000510
Be inversely proportional to, and
Figure BDA00000296323000000511
The value of q is generally 2 or 3; Coefficient of static friction μ in the model 0(x, y, z) more than or equal to kinetic friction coefficient μ (x, y, z).
Advantage of the present invention
1, the pressure of perception texture is measured the surface characteristics that can embody texture, concavo-convex as texture, with the data process data processing of gathering, promptly correct mistakes, level and smooth, voltage force value conversion, be converted to virtual texture power after deducting mechanical arm constant force value, because virtual texture power changes consistent characteristics with true grain surface contact force, therefore the texture power that will from true measurement environment, extract be used in the modeling of power and firmly tactile sense reproduction equipment to export be the reliable means that realizes that true texture is expressed;
2, the measuring method science of pressure is simple, the mechanical arm that the utilization end has a pressure transducer evenly grain surface slide and the mechanical arm application of force constant, both got rid of of the influence of staff application of force inequality, reached the correspondence in sampling time and space again, and be convenient to analyze for measured pressure value;
3, contact force model is modeled as the vector addition model of normal direction texture power, normal direction binding force, tangent direction friction power, this meets the general characteristic that staff touches the perception texture, normal direction texture power has embodied the rough tendency of texture, the normal direction binding force has embodied the material properties of object, tangent direction friction power has embodied the degree of roughness of article surface vein, and these all are the requisite key elements that realizes the texture truly expressed;
4, the binding force model is the spring damping model, embodied article surface vein collided and the extruding situation under deformation extent, and damping term is directly proportional with the movement velocity of normal direction, reflected of the influence of the movement velocity of normal direction when the actual touch grain surface to the size variation of contact force, normal velocity is big more, the contact force of being experienced is big more, and the bump impression is obvious more;
5, for the model of the power that makes foundation more during real simulated perception texture the trend of power change, the combined action of stiction and force of sliding friction has been considered in the modeling of friction force, when static relatively between virtual probe and the grain surface but when relative motion trend is arranged, friction force is modeled as nonlinear stiction, it is the product of maximum static friction force and sine function, increase gradually when movement velocity but also do not reach speed in limited time, stiction increases with the increase of speed, after speed reached the speed limit, friction force just was converted into force of sliding friction;
6, the kinetic friction coefficient in the force of sliding friction is not only relevant with the material coefficient of roughness on texture materials surface, also relevant with the local roughness coefficient, the local roughness coefficient is by obtaining apart from square process weighted sum of the point of impingement apart from the difference of measurement point that does not wait and point of impingement texture power around the point of impingement, the degree of fluctuation that has reflected texture, meet the information that staff slips over the power of being fed back of grain surface, improved the sense of reality that texture is expressed.
Description of drawings
Fig. 1 is a system chart of the present invention;
Fig. 2 is a normal direction texture power of the present invention Product process figure;
Fig. 3 is an experiment synoptic diagram of the present invention;
Fig. 4 is a contact force of the present invention
Figure BDA0000029632300000071
Model;
Fig. 5 is a virtual scene coordinate system synoptic diagram of the present invention;
Fig. 6 is the collision response synoptic diagram under the virtual scene coordinate of the present invention;
Specific embodiments
Be described in further detail below in conjunction with the enforcement of accompanying drawing technical scheme:
With reference to Fig. 1, a kind of power haptic rendering method of the texture based on actual measurement is characterized in that:
The lever convergence virtual texture surface of steering force tactile sense reproduction equipment, establish with the power output of grain surface before bumping be 0, after bumping, produce normal direction texture power with grain surface
Figure BDA0000029632300000072
The normal direction binding force
Figure BDA0000029632300000073
And tangent direction friction power
Figure BDA0000029632300000074
At last, with normal direction texture power
Figure BDA0000029632300000075
The normal direction binding force And tangent direction friction power
Figure BDA0000029632300000077
Make a concerted effort as contact force
Figure BDA0000029632300000078
And with this contact force Be power output, with reference to Fig. 4, promptly
f contact &RightArrow; = f texture &RightArrow; + f constraint &RightArrow; + f friction &RightArrow; ;
With reference to Fig. 2, described normal direction texture power
Figure BDA00000296323000000711
Generate by following method:
Step 1 is chosen real texture materials: Art Stone;
Step 2 is installed in pressure transducer the bottom of mechanical arm;
Step 3 makes the mechanical arm that has pressure transducer at the uniform velocity mobile at grain surface, and as shown in Figure 3: mechanical arm applies constant force F In=1N makes pressure transducer contact with the texture materials surface, and obtains the data of sampling with sampling apparatus, and the sampling rate of data is 1000Hz, i.e. time resolution ax/t 0Be 0.001s, record mechanical arm tangential movement speed v s=10mm/s and displacement S=100mm, sampling number
Figure BDA00000296323000000712
Step 4 is carried out data processing with the magnitude of voltage of measured pressure transducer, comprising:
(1) data pre-service:
If the arbitrary voltage sample value in the N=10001 that the is surveyed sampled point is less than voltage reference value U 0, then with voltage reference value U 0Replace described less than voltage reference value U 0Arbitrary voltage sample value, U in this circuit 0=2.42V, at this moment, the voltage sample value of N sampled point is u 01, u 02... u 0N, adopt 5 triple smoothings that the voltage sample value is carried out smoothing processing, concrete formula is:
u 1 = 1 70 [ 69 u 01 + 4 ( u 02 + u 04 ) - 6 u 03 - u 05 ] u 2 = 1 35 [ 2 ( u 01 + u 05 ) + 27 u 02 + 12 u 03 - 8 u 04 ] u i = 1 35 [ - 3 ( u 0 i - 2 + u 0 i + 2 ) + 12 ( u 0 i - 1 + u 0 i + 1 ) + 17 u 0 i ] u N - 1 = 1 35 [ 2 ( u 0 N - 4 + u 0 N ) - 8 u 0 N - 3 + 12 u 0 N - 2 + 27 u 0 N - 1 ] u N = 1 70 [ - u 0 N - 4 + 4 ( u 0 N - 3 + u 0 N - 1 ) - 6 u 0 N - 2 + 69 u 0 N ]
In the formula, u 1, u 2... u NBe the voltage sample value after level and smooth, i=3,4 ... N-2;
(2) with the voltage sample value u after level and smooth 1, u 2... u NBe converted to force value F 1, F 2... F N, according to the circuit theory conversion formula be
Figure BDA0000029632300000082
J=1,2 ... N, wherein, U 0=2.42V, L=0.12mv/g, G=17.467;
(3) with force value F jDeduct the constant force value F that mechanical arm applies In, obtain reflecting the concavo-convex different force value of grain surface, i.e. normal direction texture power
Figure BDA0000029632300000083
Normal direction texture power
Figure BDA0000029632300000084
Sequence table be shown J=1,2 ... N, formula is:
f texture &RightArrow; ( j ) = F j - F in , j = 1,2 , . . . N
If texture power
Figure BDA0000029632300000087
Less than 0, then show the contact point depression, if texture power
Figure BDA0000029632300000088
Greater than 0, expression contact point projection;
Step 5 is with texture power
Figure BDA0000029632300000089
In virtual scene coordinate system 0xyz, express, be expressed as
(1) initialization power tactile sense reproduction equipment and virtual scene; With reference to Fig. 5, virtual scene coordinate system 0xyz is set, suppose that the coordinate of the point of impingement under virtual scene space coordinates 0xyz is (x, y, z), { 0≤x≤X of the zone in the coordinate system, 0≤y≤Y, z=Z} are the texture materials surface, zone { 0≤x≤X, 0≤y≤Y, z>Z} are the texture materials outside, zone { 0≤x≤X, 0≤y≤Y, z<Z} are texture materials inside, wherein get X=200, Y=200, Z=0;
(2) with N-1 plane
Figure BDA00000296323000000811
With area of space 0≤x≤X, 0≤y≤Y, z≤Z} are divided into N zonule, in arbitrary zonule, texture power
Figure BDA0000029632300000091
All be a fixed value, along the z direction of principal axis, concrete formula is:
f texture &RightArrow; ( x , y , z ) = f texture &RightArrow; ( j ) , When ( x , y , z ) &Element; { ( j - 1 ) X N < x &le; jX N , 0 &le; y &le; Y , z &le; Z | j = 1,2 , . . . N }
With reference to Fig. 6, described normal direction binding force
Figure BDA0000029632300000094
Generate by following method:
Binding force
Figure BDA0000029632300000095
Be modeled as the spring damping model
Figure BDA0000029632300000096
Along the z direction of principal axis:
f constraint &RightArrow; ( x , y , z ) = k * | z - Z | + b * ( - dz dt ) , z &le; Z ;
K*|z-Z| is the spring deformation item, and k is a stiffness coefficient, expression texture materials surface collided and the extruding situation under deformation extent, relevant with the attribute on texture materials surface, k gets 0.8, and Z is the position coordinates of texture plane on the z axle, | z-Z| is the paracentesis depth of Z-direction;
Figure BDA0000029632300000098
Be damping term,
Figure BDA0000029632300000099
For virtual probe along the axial instantaneous velocity of z, concrete computing formula is
Figure BDA00000296323000000910
Δ t is the renewal rate of power tactile sense reproduction equipment, the viscous damping coefficient of b for being directly proportional with the energy consumption of texture materials surface deformation, and the b span is 0.1-0.5, b is big more, the difficult more generation deformation in texture materials surface, b gets 0.4;
Described tangent direction friction power
Figure BDA00000296323000000911
Generate by following method:
Tangent direction friction power
Figure BDA00000296323000000912
Direction opposite with virtual probe in the relative motion or the relative motion trend direction of X-Y plane, the computing formula of friction force under the virtual scene coordinate system
Figure BDA00000296323000000913
For:
f friction &RightArrow; ( x , y , z ) = &mu; ( x , y , z ) F N ( x , y , z ) , v &le; - | v r | f ms sin ( - &pi; 2 | v r | v ) = &mu; 0 ( x , y , z ) F N ( x , y , z ) sin ( - &pi; 2 | v r | v ) , v < | v r | - &mu; ( x , y , z ) F N ( x , y , z ) , v &GreaterEqual; | v r |
= &mu; ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) , v &le; - | v r | &mu; 0 ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) sin ( - &pi; 2 | v r | v ) , v < | v r | - &mu; ( x , y , z ) ( f texture &RightArrow; ( x , y , z ) + f constraint &RightArrow; ( x , y , z ) ) , v &GreaterEqual; | v r |
V is the translational speed of virtual probe at X-Y plane, and computing formula is v rRule of thumb be worth under the virtual scene coordinate system and get 0.072/s, be equivalent to 8mm/s, when v<| v r| the time, being approximate relative static conditions, friction force is modeled as stiction
Figure BDA0000029632300000104
f Ms0(x, y, z) F N(x, y z) are maximum static friction force, μ 0(x, y z) are the coefficient of static friction of the point of impingement, F N(x, y, z) expression normal pressure, i.e. normal direction texture power
Figure BDA0000029632300000105
With the normal direction binding force
Figure BDA0000029632300000106
Vector and; When movement speed v 〉=| v r| or v≤-| v r|, friction force is modeled as force of sliding friction, F N(x, y, z) expression normal pressure, μ (x, y z) are dynamic friction factor, and be relevant with the degree of roughness of the material of surface of contact and surface of contact, μ (expression formula z) is for x, y:
μ (x, y, z)=ρ r (z), wherein ρ is the coefficient of roughness of texture materials for x, y, ρ=0.4, r (x, y z) are the local roughness coefficient of contact point, and be relevant with the local concavo-convex degree of this contact point, r (calculating z) is obtained by following formula for x, y:
r ( x , y , z ) = &Sigma; n = - q n &NotEqual; 0 q c n | F texture &RightArrow; ( x - nX N , y , z ) - F texture &RightArrow; ( x , y , z ) | 2
Work as q=2,
Figure BDA0000029632300000108
Figure BDA0000029632300000109
Get coefficient of static friction μ in the model 0(x, y, z) equal kinetic friction coefficient μ (x, y, z);
The work space of the lever of the moving area of virtual probe and power tactile sense reproduction equipment is set up the spatial mappings relation in the virtual scene coordinate system, wherein, lever positional information (the Px of power tactile sense reproduction equipment output, Py, Pz) obtain by the canonical function dhdGetPosition () among the power tactile sense reproduction equipment standard function library API, (x in the virtual scene coordinate system, y, z) by the lever coordinate figure (Px of power tactile sense reproduction equipment, Py, Pz) get through coordinate convergent-divergent and translation, concrete ratio variation relation is as follows:
x=9*Px,y=9*Py,z=5*Pz-5
At last, normal direction texture power in the virtual scene The normal direction binding force
Figure BDA0000029632300000112
And tangent direction friction power
Figure BDA0000029632300000113
Make a concerted effort by the output of the canonical function dhdSetForce () among the power tactile sense reproduction equipment standard function library API.

Claims (1)

1.一种基于实际测量的纹理的力触觉表达方法,其特征在于:1. A force-tactile expression method based on an actual measured texture, characterized in that: 操纵力触觉再现设备的操作柄趋近虚拟纹理表面,设与纹理表面发生碰撞之前的输出力为0,当与纹理表面发生碰撞后,产生法向纹理力法向束缚力
Figure FDA0000029632290000012
及切向摩擦力
Figure FDA0000029632290000013
最后,以法向纹理力
Figure FDA0000029632290000014
法向束缚力
Figure FDA0000029632290000015
及切向摩擦力
Figure FDA0000029632290000016
的合力作为接触力
Figure FDA0000029632290000017
并以此接触力
Figure FDA0000029632290000018
作为输出力;
Manipulation force The operating handle of the tactile reproduction device approaches the virtual texture surface, and the output force before colliding with the texture surface is set to 0. After colliding with the texture surface, the normal texture force is generated normal binding force
Figure FDA0000029632290000012
and tangential friction
Figure FDA0000029632290000013
Finally, with the normal texture force
Figure FDA0000029632290000014
normal binding force
Figure FDA0000029632290000015
and tangential friction
Figure FDA0000029632290000016
The resultant force of the contact force
Figure FDA0000029632290000017
and with this contact force
Figure FDA0000029632290000018
as an output force;
所述法向纹理力
Figure FDA0000029632290000019
由以下方法生成:
The normal texture force
Figure FDA0000029632290000019
Generated by:
步骤1选取真实的纹理材料;Step 1 select the real texture material; 步骤2将压力传感器安装在机械臂的底部;Step 2 Install the pressure sensor on the bottom of the robotic arm; 步骤3带有压力传感器的机械臂在纹理材料表面匀速移动,机械臂施加恒力Fin,使压力传感器与纹理材料表面接触,并用采样装置获取采样的数据,数据的采样率为1000Hz,即时间分辨率Δt0为0.001s,记录机械臂水平运动速度vs和位移S,采样点数 Step 3. The mechanical arm with the pressure sensor moves at a constant speed on the surface of the textured material, and the mechanical arm applies a constant force F in to make the pressure sensor contact with the surface of the textured material, and use the sampling device to obtain the sampled data. The sampling rate of the data is 1000Hz, that is, the time The resolution Δt 0 is 0.001s, record the horizontal motion velocity v s and displacement S of the manipulator, and the number of sampling points 步骤4将所测得的压力传感器的电压值进行数据处理,包括:Step 4 performs data processing on the measured voltage value of the pressure sensor, including: (1)数据预处理:(1) Data preprocessing: 如果所测的N个采样点中的任一电压采样值小于电压基准值U0,则以电压基准值U0代替所述小于电压基准值U0的任一电压采样值,此时,N个采样点的电压采样值为u01,u02,...u0N,采用五点三次平滑法对电压采样值进行平滑处理,具体公式是:If any voltage sampling value in the N sampling points measured is less than the voltage reference value U 0 , then replace any voltage sampling value smaller than the voltage reference value U 0 with the voltage reference value U 0 , at this time, N The voltage sampling values of the sampling points are u 01 , u 02 , ... u 0N , and the voltage sampling values are smoothed by the five-point three-point smoothing method. The specific formula is: uu 11 == 11 7070 [[ 6969 uu 0101 ++ 44 (( uu 0202 ++ uu 0404 )) -- 66 uu 0303 -- uu 0505 ]] uu 22 == 11 3535 [[ 22 (( uu 0101 ++ uu 0505 )) ++ 2727 uu 0202 ++ 1212 uu 0303 -- 88 uu 0404 ]] uu ii == 11 3535 [[ -- 33 (( uu 00 ii -- 22 ++ uu 00 ii ++ 22 )) ++ 1212 (( uu 00 ii -- 11 ++ uu 00 ii ++ 11 )) ++ 1717 uu 00 ii ]] uu NN -- 11 == 11 3535 [[ 22 (( uu 00 NN -- 44 ++ uu 00 NN )) -- 88 uu 00 NN -- 33 ++ 1212 uu 00 NN -- 22 ++ 2727 uu 00 NN -- 11 ]] uu NN == 11 7070 [[ -- uu 00 NN -- 44 ++ 44 (( uu 00 NN -- 33 ++ uu 00 NN -- 11 )) -- 66 uu 00 NN -- 22 ++ 6969 uu 00 NN ]] 式中,u1,u2,...uN为平滑后的电压采样值,i=3,4,...N-2;In the formula, u 1 , u 2 ,...u N are the smoothed voltage sampling values, i=3, 4,...N-2; (2)将平滑后的电压采样值u1,u2,...uN转换为压力值F1,F2,...FN,根据电路原理转换公式为
Figure FDA0000029632290000021
j=1,2,...N,其中,U0为电压基准值,L为传感器灵敏度,G为由电路决定的常数;
(2) Convert the smoothed voltage sampling values u 1 , u 2 , ... u N into pressure values F 1 , F 2 , ... F N , according to the circuit principle, the conversion formula is
Figure FDA0000029632290000021
j=1, 2,...N, wherein, U 0 is the voltage reference value, L is the sensor sensitivity, and G is a constant determined by the circuit;
(3)将压力值Fj减去机械臂施加的恒力值Fin,得到反映纹理表面的凹凸不同的压力值,即法向纹理力
Figure FDA0000029632290000022
法向纹理力
Figure FDA0000029632290000023
的序列表示为j=1,2,...N,公式为:
(3) Subtract the constant force value F in applied by the mechanical arm from the pressure value F j to obtain the pressure value reflecting the different unevenness of the textured surface, that is, the normal texture force
Figure FDA0000029632290000022
normal texture force
Figure FDA0000029632290000023
The sequence is expressed as j=1, 2,...N, the formula is:
ff texturetexture &RightArrow;&Right Arrow; (( jj )) == Ff jj -- Ff inin ,, jj == 1,21,2 ,, .. .. .. NN 步骤5将纹理力
Figure FDA0000029632290000026
在虚拟场景坐标系Oxyz中进行表达,表达为
Step 5 will texture force
Figure FDA0000029632290000026
Expressed in the virtual scene coordinate system Oxyz, expressed as
(1)初始化力触觉再现设备和虚拟场景;设置虚拟场景坐标系Oxyz,假设碰撞点在虚拟场景空间坐标系Oxyz下的坐标为(x,y,z),坐标系中的区域{0≤x≤X,0≤y≤Y,z=Z}为纹理材料表面,区域{0≤x≤X,0≤y≤Y,z>Z}为纹理材料外部,区域{0≤x≤X,0≤y≤Y,z<Z}为纹理材料内部,X、Y分别表示纹理区域在x轴、y轴的边界位置坐标,且X>0,Y>0,Z表示纹理平面在z轴上的位置坐标;(1) Initialize the haptic reproduction device and the virtual scene; set the virtual scene coordinate system Oxyz, assume that the coordinates of the collision point in the virtual scene space coordinate system Oxyz are (x, y, z), and the area in the coordinate system {0≤x ≤X, 0≤y≤Y, z=Z} is the surface of the texture material, and the area {0≤x≤X, 0≤y≤Y, z>Z} is the outside of the texture material, and the area {0≤x≤X, 0 ≤y≤Y, z<Z} is inside the texture material, X and Y represent the boundary position coordinates of the texture area on the x-axis and y-axis respectively, and X>0, Y>0, Z represents the texture plane on the z-axis Position coordinates; (2)用N-1个平面
Figure FDA0000029632290000028
将空间区域{0≤x≤X,0≤y≤Y,z≤Z}平均分割成N个小区域,在任一小区域中,纹理力
Figure FDA0000029632290000029
都为一固定值,沿z轴方向,具体公式为:
(2) Use N-1 planes
Figure FDA0000029632290000028
Divide the space area {0≤x≤X, 0≤y≤Y, z≤Z} into N small areas on average, in any small area, the texture force
Figure FDA0000029632290000029
Both are a fixed value, along the z-axis direction, the specific formula is:
f texture &RightArrow; ( x , y , z ) = f texture &RightArrow; ( j ) , ( x , y , z ) &Element; { ( j - 1 ) X N < x &le; jX N , 0 &le; y &le; Y , z &le; Z | j = 1,2 , . . . N } f texture &Right Arrow; ( x , the y , z ) = f texture &Right Arrow; ( j ) , when ( x , the y , z ) &Element; { ( j - 1 ) x N < x &le; wxya N , 0 &le; the y &le; Y , z &le; Z | j = 1,2 , . . . N } 所述法向束缚力
Figure FDA00000296322900000212
由以下方法生成:
The normal binding force
Figure FDA00000296322900000212
Generated by:
法向束缚力
Figure FDA00000296322900000213
建模为弹簧阻尼模型
Figure FDA00000296322900000214
沿z轴方向,具体公式为:
normal binding force
Figure FDA00000296322900000213
Modeled as a spring-damper model
Figure FDA00000296322900000214
Along the z-axis direction, the specific formula is:
ff constraintconstraint &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) == kk ** || zz -- ZZ || ++ bb ** (( -- dzdz dtdt )) ,, zz &le;&le; ZZ ;; k*|z-Z|为弹簧形变项,k为刚度系数,表示纹理材料表面在被碰撞和挤压情况下的变形程度,与纹理材料表面的属性有关,k取值范围为0-1(N/mm),当物体为完全刚性时k为1(N/mm),物体为完全柔性时k为0,Z为纹理平面在z轴上的位置坐标,|z-Z|为Z轴方向的穿刺深度;k*|z-Z| is the spring deformation item, k is the stiffness coefficient, which indicates the degree of deformation of the surface of the texture material when it is collided and squeezed, and is related to the properties of the surface of the texture material. The value range of k is 0-1(N/ mm), when the object is completely rigid, k is 1 (N/mm), when the object is completely flexible, k is 0, Z is the position coordinate of the texture plane on the z-axis, |z-Z| is the puncture depth in the Z-axis direction;
Figure FDA0000029632290000032
为阻尼项,
Figure FDA0000029632290000033
为虚拟探针沿z轴方向的瞬时速度,具体计算公式为
Figure FDA0000029632290000034
Δt为力触觉再现设备的更新速率,b为与纹理材料表面形变的能耗成正比的粘滞阻尼系数,b取值范围为0.1-0.5,b越大,纹理材料表面越不易产生形变,当物体为完全刚性时b取值为0.5,物体为完全柔性时b取值为0.1;
Figure FDA0000029632290000032
is the damping term,
Figure FDA0000029632290000033
is the instantaneous velocity of the virtual probe along the z-axis direction, and the specific calculation formula is
Figure FDA0000029632290000034
Δt is the update rate of the haptic reproduction device, b is the viscous damping coefficient proportional to the energy consumption of the surface deformation of the texture material, the range of b is 0.1-0.5, the larger b is, the less likely the surface of the texture material is to deform, when The value of b is 0.5 when the object is completely rigid, and the value of b is 0.1 when the object is completely flexible;
所述切向摩擦力
Figure FDA0000029632290000035
由以下方法生成:
The tangential friction
Figure FDA0000029632290000035
Generated by:
切向摩擦力
Figure FDA0000029632290000036
的方向与虚拟探针在X-Y平面的相对运动或相对运动趋势方向相反,摩擦力在虚拟场景坐标系下的计算公式
Figure FDA0000029632290000037
为:
Tangential friction
Figure FDA0000029632290000036
The direction of the virtual probe is opposite to the relative motion or relative motion trend direction of the virtual probe in the XY plane, and the calculation formula of the friction force in the virtual scene coordinate system
Figure FDA0000029632290000037
for:
ff frictionfriction &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) == &mu;&mu; (( xx ,, ythe y ,, zz )) Ff NN (( xx ,, ythe y ,, zz )) ,, vv &le;&le; -- || vv rr || ff msms sinsin (( -- &pi;&pi; 22 || vv rr || vv )) == &mu;&mu; 00 (( xx ,, ythe y ,, zz )) Ff NN (( xx ,, ythe y ,, zz )) sinsin (( -- &pi;&pi; 22 || vv rr || vv )) ,, vv << || vv rr || -- &mu;&mu; (( xx ,, ythe y ,, zz )) Ff NN (( xx ,, ythe y ,, zz )) ,, vv &GreaterEqual;&Greater Equal; || vv rr || == &mu;&mu; (( xx ,, ythe y ,, zz )) (( ff texturetexture &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) ++ ff constraintconstraint &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) )) ,, vv &le;&le; -- || vv rr || &mu;&mu; 00 (( xx ,, ythe y ,, zz )) (( ff texturetexture &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) ++ ff constraintconstraint &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) )) sinsin (( -- &pi;&pi; 22 || vv rr || vv )) ,, vv << || vv rr || -- &mu;&mu; (( xx ,, ythe y ,, zz )) (( ff texturetexture &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) ++ ff constraintconstraint &RightArrow;&Right Arrow; (( xx ,, ythe y ,, zz )) )) ,, vv &GreaterEqual;&Greater Equal; || vv rr || 公式中v为虚拟探针在X-Y平面的移动速度,计算公式为
Figure FDA00000296322900000310
vr为虚拟探针在X-Y平面的速率限,当v<|vr|时,为近似相对静止状态,摩擦力建模为静摩擦力
Figure FDA00000296322900000311
fms=μ0(x,y,z)FN(x,y,z)为最大静摩擦力,μ0(x,y,z)为碰撞点的静摩擦系数,FN(x,y,z)表示正压力,即法向纹理力和法向束缚力的矢量和;当移动速度v≥|vr|或v≤-|vr|,摩擦力建模为滑动摩擦力,FN(x,y,z)表示正压力,为法向纹理力
Figure FDA0000029632290000043
和法向束缚力
Figure FDA0000029632290000044
的矢量和,μ(x,y,z)为动摩擦因数,与接触面的材料和接触面的粗糙程度有关,μ(x,y,z)的表达式为:
In the formula, v is the moving speed of the virtual probe in the XY plane, and the calculation formula is
Figure FDA00000296322900000310
v r is the rate limit of the virtual probe on the XY plane, when v<|v r |, it is an approximate relative static state, and the friction is modeled as static friction
Figure FDA00000296322900000311
f ms = μ 0 (x, y, z) F N (x, y, z) is the maximum static friction force, μ 0 (x, y, z) is the static friction coefficient of the collision point, F N (x, y, z ) represents the positive pressure, that is, the normal texture force and normal binding The vector sum of ; when the moving speed v≥|v r | or v≤-|v r |, the friction force is modeled as sliding friction force, F N (x, y, z) represents the normal pressure, and is the normal texture force
Figure FDA0000029632290000043
and normal binding
Figure FDA0000029632290000044
The vector sum of μ(x, y, z) is the kinetic friction coefficient, which is related to the material of the contact surface and the roughness of the contact surface. The expression of μ(x, y, z) is:
μ(x,y,z)=ρ·r(x,y,z),其中ρ是纹理材料的粗糙系数,r(x,y,z)是碰撞点的局部粗糙系数,与该碰撞点的局部凹凸程度有关,r(x,y,z)的计算由下式得到:
Figure FDA0000029632290000045
其中cn为权数,取值与距离
Figure FDA0000029632290000046
成反比,且
Figure FDA0000029632290000047
q的取值通常为2或3;模型中静摩擦系数μ0(x,y,z)大于等于动摩擦系数μ(x,y,z)。
μ(x, y, z)=ρ r(x, y, z), where ρ is the roughness coefficient of the texture material, r(x, y, z) is the local roughness coefficient of the collision point, and the collision point’s The degree of local unevenness is related, and the calculation of r(x, y, z) is obtained by the following formula:
Figure FDA0000029632290000045
Where c n is the weight, value and distance
Figure FDA0000029632290000046
inversely proportional to
Figure FDA0000029632290000047
The value of q is usually 2 or 3; the static friction coefficient μ 0 (x, y, z) in the model is greater than or equal to the dynamic friction coefficient μ (x, y, z).
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